The One Ring 2e
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How to Play The One Ring 2e
The One Ring 2e hones in on three major components to adventures: journeys, councils, and combat. Combat begins with an opening volley for anyone who has a chance to attack with ranged weapons, and then closes in to close combat. Characters choose a stance to take, whether forward, open, defensive, or rearward, enemies match with them and take stances of their own, and then each player character gets a turn to take a main action and a secondary action, like attacking and switching weapons, followed by their opponents. Attacks target opponents' parry rating, and armor helps reduce the effect of piercing and heavy blows.
Councils are important social meetings with high stakes where a decision must be made. Typically, your fellowship of heroes makes a request, the person or group you are asking gets a resistance rating based on how reasonable the request is, and one character makes introductions, which determine how much patience is allotted to your council. Then, characters take turns making cases and rolling dice to accumulate successes within the time limit. If they get successes equal to the resistance rating in time, their request is granted.
And it wouldn't be Tolkien without an emphasis on journeys! Every member of the fellowship plays a role in determining how quickly the journey completes, what happens along the way, and the fatigue your group takes. Throughout, you'll track your characters' endurance and load, as well as their hopefulness, even against the encroaching shadow of Mordor.
Callings
Captain
When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don’t want others to heed your commands out of fear or obedience, you want them to follow you because they trust you.
Champion
You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognized as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.
Messenger
The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.
Scholar
For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
Treasure Hunter
The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.
Warden
In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilized areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.
Häufig gestellte Fragen
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